BITFALL/Assets/Plugins/Le Tai's Asset/TranslucentImage/Script/UniversalRP/BlurAlgorithm/ScalableBlur.cs

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C#
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2023-11-30 00:23:23 +08:00
using System;
using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Scripting.APIUpdating;
using ShaderIdCommon = LeTai.Asset.TranslucentImage.ShaderId;
namespace LeTai.Asset.TranslucentImage.UniversalRP
{
[MovedFrom("LeTai.Asset.TranslucentImage.LWRP")]
public class ScalableBlur : IBlurAlgorithm
{
Shader shader;
Material material;
ScalableBlurConfig config;
BlitMode blitMode;
const int BLUR_PASS = 0;
const int CROP_BLUR_PASS = 1;
Material Material
{
get
{
if (material == null)
Material = new Material(Shader.Find("Hidden/EfficientBlur_UniversalRP"));
return material;
}
set => material = value;
}
public void Init(BlurConfig config, BlitMode blitMode)
{
this.config = (ScalableBlurConfig)config;
this.blitMode = blitMode;
switch (blitMode)
{
case BlitMode.Procedural:
Material.EnableKeyword("PROCEDURAL_QUAD");
break;
case BlitMode.Triangle:
Material.DisableKeyword("PROCEDURAL_QUAD");
break;
default:
throw new ArgumentOutOfRangeException(nameof(blitMode), blitMode, null);
}
}
public void Blur(CommandBuffer cmd,
RenderTargetIdentifier src,
Rect srcCropRegion,
RenderTexture target)
{
float radius = ScaleWithResolution(config.Radius,
target.width * srcCropRegion.width,
target.height * srcCropRegion.height);
ConfigMaterial(radius, srcCropRegion.ToMinMaxVector());
int firstDownsampleFactor = config.Iteration > 0 ? 1 : 0;
int stepCount = Mathf.Max(config.Iteration * 2 - 1, 1);
int firstIRT = ShaderId.intermediateRT[0];
CreateTempRenderTextureFrom(cmd, firstIRT, target, firstDownsampleFactor);
cmd.BlitCustom(src, firstIRT, Material, CROP_BLUR_PASS, blitMode);
for (var i = 1; i < stepCount; i++)
{
BlurAtDepth(cmd, i, target);
}
cmd.BlitCustom(ShaderId.intermediateRT[stepCount - 1],
target,
Material,
BLUR_PASS,
blitMode);
CleanupIntermediateRT(cmd, stepCount);
}
void CreateTempRenderTextureFrom(CommandBuffer cmd,
int nameId,
RenderTexture src,
int downsampleFactor)
{
var desc = src.descriptor;
desc.width = src.width >> downsampleFactor; //= width / 2^downsample
desc.height = src.height >> downsampleFactor;
cmd.GetTemporaryRT(nameId, desc, FilterMode.Bilinear);
}
protected virtual void BlurAtDepth(CommandBuffer cmd, int depth, RenderTexture baseTexture)
{
int sizeLevel = Utilities.SimplePingPong(depth, config.Iteration - 1) + 1;
sizeLevel = Mathf.Min(sizeLevel, config.MaxDepth);
CreateTempRenderTextureFrom(cmd, ShaderId.intermediateRT[depth], baseTexture, sizeLevel);
cmd.BlitCustom(ShaderId.intermediateRT[depth - 1],
ShaderId.intermediateRT[depth],
Material, 0,
blitMode);
}
private void CleanupIntermediateRT(CommandBuffer cmd, int amount)
{
for (var i = 0; i < amount; i++)
{
cmd.ReleaseTemporaryRT(ShaderId.intermediateRT[i]);
}
}
///<summary>
/// Relative blur size to maintain same look across multiple resolution
/// </summary>
float ScaleWithResolution(float baseRadius, float width, float height)
{
float scaleFactor = Mathf.Min(width, height) / 1080f;
scaleFactor = Mathf.Clamp(scaleFactor, .5f, 2f); //too much variation cause artifact
return baseRadius * scaleFactor;
}
protected void ConfigMaterial(float radius, Vector4 cropRegion)
{
Material.SetFloat(ShaderIdCommon.RADIUS, radius);
Material.SetVector(ShaderIdCommon.CROP_REGION, cropRegion);
}
}
}